To prevent a network response to a game server from deteriorating, a flag information management unit of a game server is provided. The flag information management unit manages flags indicating information on player characters (PC) in response to requests from client systems (or communication terminals)s occurring during network game progress. A flag information transmission unit transmits only the information linked to the managed flags to the client systems (or communication terminals). Then, on the sides of the client systems (or communication terminals), a control unit controls a CD-ROM drive in accordance with the information, and the necessary information is reproduced from a CD-ROM.
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19. A non-transitory recording medium on which is recorded a program causing a computer to execute:
generating, by a request generator, a variety of requests according to game progress; and
controlling, by a controller, display action based on character information associated with flags indicating a status of character information in response to the variety of requests from client systems occurring during the game progress, the flags comprising:
an active flag that indicates whether a full transmission or a differential transmission should occur;
an equipment changing instruction flag indicating changes in equipment information to each of the client systems;
full information being received when the active flag is not set and becomes set, differential information being received when the active flag is set, the differential information being defined by which other ones of the flags are set.
9. A client system that generates a variety of requests in accordance with network game progress provided by a game server system, comprising:
a request generator that generates the variety of requests in accordance with the network game progress; and
a controller that controls display action based upon information sent from a flag information management system, the information being associated with flags indicating a status of character information in response to the variety of requests from client systems occurring during the game progress, the flags comprising:
an active flag that indicates whether a full transmission or a differential transmission should occur;
an equipment changing instruction flag indicating changes in equipment information to each of the client systems;
full information being received when an active flag is not set and becomes set, differential information being received when the active flag is set, the differential information being defined by which other ones of the flags are set.
3. A game server system for providing a network game environment, comprising:
a client management system that manages client systems by identifying the client systems individually based upon client information added to requests sent from the client systems via the network, the client information indicating which of the client systems sent each of the requests;
a flag information management system that manages flags indicating a status of character information in response to the requests from the client systems occurring during game progress, the flags being associated with the client information on each of the identified client systems, the flags comprising:
an active flag that indicates whether a full transmission or a differential transmission should occur;
an equipment changing instruction flag indicating changes in equipment information to each of the identified client systems;
a flag information transmitter that transmits only the character information associated with the flags, to the identified client systems, full information being transmitted when the active flag is not set and becomes set, differential information being transmitted when the active flag is set, the differential information being defined by which other ones of the flags are set;
a communication interface that receives the requests from the client systems; and
a storage that stores a flag table, comprising flags associated with a plurality of characters, in association with the client information for each of the identified client systems.
17. A non-transitory recording medium on which is recorded a program causing a computer to execute:
managing, by a client management system, client systems by identifying the client systems individually based upon client information added to requests sent from the client systems via a network, the client information indicating which of the client systems sent each of the requests;
managing, by a flag information management system, flags indicating a status of character information in response to the requests from the client systems occurring during game progress, the flags being associated with the client information for each of the identified client systems, the flags comprising:
an active flag that indicates whether a full transmission or a differential transmission should occur; and
an equipment changing instruction flag indicating changes in equipment information to each of the identified client systems;
transmitting, by a flag information transmitter, only the character information associated with the flags, to the identified client systems;
receiving, by a communication interface, the requests from the client systems, full information being transmitted when the active flag is not set and becomes set, differential information being transmitted when the active flag is set, the differential information being defined by which other ones of the flags are set; and
storing, by a storage, a flag table, comprising the flags associated with a plurality of characters in association with the client information for each of the identified client systems.
11. A network game processing method for transferring client information and character information in accordance with game progress between a game server system that provides a network game environment and client systems connected with the game server system via a network, the method comprising, by using the game server system:
managing the client systems by identifying the client systems individually based upon the client information added to requests sent from the client systems, the client information indicating which of the client systems sent each of the requests;
managing flags indicating a status of character information in response to the requests from the client systems occurring during the game progress, the flags being associated with the client information for each of the identified client systems, the flags comprising:
an active flag that indicates whether a full transmission or a differential transmission should occur;
an equipment changing instruction flag indicating changes in equipment information to each of the identified client systems;
transmitting only the character information associated with the flags, to the identified client systems, full information being transmitted when the active flag is not set and becomes set, differential information being transmitted when the active flag is set, the differential information being defined by which other ones of the flags are set;
receiving the requests from the client systems via a communication interface; and
storing a flag table, comprising the flags associated with a plurality of characters, in association with the client information for each of the identified client systems; and
the method further comprising, by using one of the client systems:
generating a variety of the requests according to the game progress; and controlling display action based upon the character information associated with the flags.
1. A network game system, comprising:
a game server system that provides a network game environment; and
a plurality of client systems connected with the game server system via a network, wherein client information and character information are transferred in accordance with game progress between the game server system and the client systems,
the game server system comprising:
a client management system that manages the client systems by identifying the client systems individually based upon the client information added to requests sent from the client systems via the network, the client information indicating which of the client systems sent each of the requests;
a flag information management system that manages flags indicating a status of character information in response to the requests from the client systems occurring during the game progress, the flags being associated with the client information for each of the identified client systems, the flags comprising:
an active flag that indicates whether a full transmission or a differential transmission should occur;
an equipment changing instruction flag indicating changes in equipment information to each of the identified client systems;
a flag information transmitter that transmits only the character information associated with the flags, to the identified client systems, full information being transmitted when the active flag is not set and becomes set, differential information being transmitted when the active flag is set, the differential information being defined by which other ones of the flags are set;
a communication interface that receives the requests from the client systems; and
a storage that stores a flag table, comprising the flags associated with a plurality of characters in association with the client information for each of the identified client systems, and
the client system comprising:
a request generator that generates a variety of the requests according to the game progress; and
a controller that controls display action based on the character information associated with the flags.
2. The network game system of
an erasure instruction flag indicating erasure instruction information to each of the identified client systems;
a movement instruction flag indicating position information of the client systems;
a status changing instruction flag indicating all changes in movement and equipment changes to each of the identified client systems;
a character display flag indicating a change in an image of one of the plurality of characters; and
re-size flags indicating an increase or decrease in a size of one of the plurality of characters.
4. The game server system according to
5. The game server system according to
a deletion transmission processing that identifies the flags indicating which of the plurality of characters are displayed based upon the flag table, judges whether there is a character that is not within a predetermined distance from a certain character, and, when it is judged that the character is not within the predetermined distance, transmits information associated with a deletion flag so as to clear the deletion flag; and
a new transmission processing that identifies a position of one character with respect to another character in an arbitrary field, obtained by dividing an area where the plurality of characters can move into a plurality of virtual cells, and, when it is judged that the one character is within a predetermined distance from the other character, transmits all of the character information on the one character to a client system of the other character and clears all of the flags of the one character other than the active flag.
6. The game server system according to
setting one of the flags relating to the first character and at least one piece of the client information when the first character changes states;
setting a display flag defining whether to display a second character on a screen of the first client system based upon a distance from the first character to the second character; and
clearing, when updating the character information, the display flag of the first character of the updated client information.
7. The game server system according to
8. The game server system of
an erasure instruction flag indicating erasure instruction information to each of the identified client systems;
a movement instruction flag indicating position information of the client systems;
a status changing instruction flag indicating all changes in movement and equipment changes to each of the identified client systems;
a character display flag indicating a change in an image of one of the plurality of characters; and
re-size flags indicating an increase or decrease in a size of one of the plurality of characters.
10. The client system of
an erasure instruction flag indicating erasure instruction information to each of the client systems;
a movement instruction flag indicating position information of the client systems;
a status changing instruction flag indicating all changes in movement and equipment changes to each of the client systems;
a character display flag indicating a change in an image of one of the plurality of characters; and
re-size flags indicating an increase or decrease in a size of one of the plurality of characters.
12. The network game processing method according to
managing the character information on each of the client systems;
setting, in the flag table, the flags corresponding to each of the plurality of characters in response to the requests from the client systems, the flags being associated with the client information;
transmitting the character information associated with the flag flags; and
clearing the flags corresponding to the transmitted character information.
13. The network game processing method according to
executing deletion transmission processing that identifies the flags indicating which of the plurality of characters are displayed based upon the flag table, judges whether there is a character that is not within a predetermined distance from a certain character, and, when it is judged that the character is not within the predetermined distance, transmits information associated with a deletion flag and clears the deletion flag;
executing new transmission processing that identifies a position of one character with respect to another character in an arbitrary field obtained by dividing an area where the plurality of characters can move into a plurality of virtual cells, and, when it is judged that the one character is within a predetermined distance from the another character, transmits all of the character information on the one character to a client system of the another character and clears all of the flags of the one character other than the active flag.
14. The network game processing method as set forth in
setting one of the flags relating to the first character and at least one piece of the client information when the first character changes states;
setting a display flag defining whether to display a second character on a screen of the first client system based upon a distance from the first character to the second character; and
clearing, when updating the character information, the display flag of the first character of the updated client information.
15. The network game processing method according to
16. The network game process method of
an erasure instruction flag indicating erasure instruction information to each of the identified client systems;
a movement instruction flag indicating position information of the client systems;
a status changing instruction flag indicating all changes in movement and equipment changes to each of the identified client systems;
a character display flag indicating a change in an image of one of the plurality of characters; and
re-size flags indicating an increase or decrease in a size of one of the plurality of characters.
18. The non-transitory recording medium of
an erasure instruction flag indicating erasure instruction information to each of the identified client systems;
a movement instruction flag indicating position information of the client systems;
a status changing instruction flag indicating all changes in movement and equipment changes to each of the identified client systems;
a character display flag indicating a change in an image of one of the plurality of characters; and
re-size flags indicating an increase or decrease in a size of one of the plurality of characters.
20. The non-transitory recording medium of
an erasure instruction flag indicating erasure instruction information to each of the client systems;
a movement instruction flag indicating position information of the client systems;
a status changing instruction flag indicating all changes in movement and equipment changes to each of the client systems;
a character display flag indicating a change in an image of one of the plurality of characters; and
re-size flags indicating an increase or decrease in a size of one of the plurality of characters.
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The present disclosure relates to subject matter contained in Japanese Patent Application No. 2001-380807, filed on Dec. 14, 2001, the disclosure of which is expressly incorporated herein by reference in its entirety.
1. Field of the Invention
The present invention relates to managing the information of a player character (PC) to be transmitted to each client system (or communication terminal) in a network game, with flags.
2. Description of the Related Art
In a network game in which client systems (or communication terminals) used by an indefinite number of players are connected with a game server, each client system (or communication terminal) has to display a player character (PC) controlled by a player of the client system and player characters (PCs) controlled by other players.
When the information on the player character (PC) is to be transmitted from the game server to each client (or communication terminal), the information on the player characters (PC) increases according to the number of player characters (PC) to be displayed. This increased number of player characters to be displayed degrades the network response to the game server.
In the network game in which the positions of the individual player characters (PCs) are managed by the game server, there has been conceived a method in which: an area where each player character (PC) can move is divided into virtual cells; the information of each player character (PC) is selected at the unit of each cell; one player character (PC) similar to another is selected; and the information on that player character (PC) is transmitted.
As shown in
In case where anew character is added, as shown in
In case a character is deleted (or erased), as shown in
Moreover, the predetermined processing at (Step 1405) is processing during the network game and processing covering all the following processing by using a near member list or a list of the characters within a predetermined range:
In the aforementioned method of the prior art for transmitting the information on another player character (PC) near one player character (PC), the information of the player character (PC) to be displayed has to be fully transmitted at each time. In case where a number of characters are to be simultaneously moved or change their equipment, therefore, the quantity of information increases to cause a problem that the network response to the game server deteriorates.
The present invention has been conceived in view of the problems thus far described and has an object to prevent the network response to the game server from deteriorating. In order to achieve the above object, according to a first aspect of the invention, there is provided a network game system. The network game system includes a game server system that provides a network game environment. The network game system further includes multiple client systems connected with the game server system via a network, wherein client information and character information are transferred in accordance with game progress between the game server system and the client systems. The game server system includes a client management system that manages the client systems by identifying the client systems individually based upon the client information added to requests sent from the client systems via the network. The client information indicates which client system sent the request.
The game server system further includes a flag information management system that manages flags indicating the character information in response to the requests from the client systems occurring during the game progress. The flags are associated with the client information for each of the identified client systems. The game server system further includes a flag information transmitter that transmits only the character information associated with the flags, to the identified client systems. The game server system further includes a communication interface that receives the requests from the client systems. The game server system further includes a storage that stores a flag table, including the flags associated with multiple characters in association with the client information for each of the identified client systems. The client system includes a request generator that generates a variety of requests according to the game progress. The client system further includes a controller that controls display action based on the character information associated with the flags.
According to a second aspect of the invention, there is provided a game server system for providing a network game environment. The game server system includes a client management system that manages client systems by identifying the client systems individually based upon client information added to requests sent from the client systems via the network the client information indicating which client system sent the request. The game server system further includes a flag information management system that manages flags indicating character information in response to the requests from the client systems occurring during the game progress. The flags are associated with the client information on each of the identified client systems. The game server system further includes a flag information transmitter that transmits only the character information associated with the flags, to the identified client systems. The game server system further includes a communication interface that receives the requests from the client systems. The game server system further includes a storage that stores a flag table, including flags associated with multiple characters, in association with the client information for each of the identified client systems.
According to a third aspect of the invention, there is provided a client system that generates a variety of requests in accordance with network game progress provided by a game server system. The client system includes a request generator that generates the requests in accordance with the network game progress. The client system further includes a controller that controls display action based upon information sent from a flag information management system, the information being associated with a flag.
According to a fourth aspect of the invention, there is provided a network game processing method for transferring client information and character information in accordance with game progress between a game server system that provides a network game environment and multiple client systems connected with the game server system via a network. The method includes, by using the game server system, managing the client systems by identifying the client systems individually based upon the client information added to requests sent from the client systems. The client information indicates which client system sent the request. The method further includes, by using the game server system, managing flags indicating the character information in response to the requests from the client systems occurring during the game progress. The flags are associated with the client information for each of the identified client systems. The method further includes, by using the game server system transmitting only the character information associated with the flags, to the identified client systems. The method further includes, by using the game server system, receiving the requests from the client systems via a communication interface. The method further includes, by using the game server system, storing a flag table, including the flags associated with multiple characters, in association with the client information for each of the identified client systems. The method further includes, by using one of the client systems generating a variety of requests according to the game. The method further includes, by using one of the client systems, controlling display action based upon the character formation associated with the flags.
According to a fifth aspect of the invention, there is provided a recording medium on which is recorded a program. The program causes a computer to manage, by a client management system, client systems by identifying the client systems individually based upon client information added to requests sent from the client systems via a network. The client information indicates which client system sent the request. The program further causes a computer to manage, by a flag information management system, flags indicating character information in response to the requests from the client systems occurring during game progress. The flags are associated with the client information for each of the identified client Systems. The program further causes a computer to transmit, by a flag information transmitter, only the character information associated with the flags, to the identified client systems. The program further causes a computer to receive, by a communication interface, the requests from the client systems. The program further causes a computer to store, by a storage, a flag table, including the flags associated with multiple characters in association with the client information for each of the identified client systems.
According to a sixth aspect of the invention, there is provided a recording medium on which is recorded a program. The program causes a computer to generate, by a request generator, a variety of requests according to game progress. The program further causes a computer to control, by a controller, display action based on character information associated with flags.
Embodiments of the invention will be described with reference to the accompanying drawings.
In the network game system shown in
Between the game server 100 serving as the game server system and the individual clients (or communication terminals) 200A, 200B and 200C serving as the client systems, only the information that is linked to the flag managing the information of the player character (PC) is transmitted from the game server 100 to the individual client systems (or communication terminals) 200A, 200B and 200C, as described above. Requests (later described) are transmitted from the individual client systems (or communication terminals) 200A, 200B and 200C to the game server 100.
The game server 100 is provided with a client management unit 101, a player character management unit 102, a flag information transmission unit 103, a storage unit 104 and a communication interface 105 as shown in
The client management unit 101 manages the individual client systems (or communication terminals) 200A, 200B and 200C to be accessed through the network 300. For this management, for example, the individual client systems (or communication terminals) 200A, 200B and 200C are identified based upon data indicating the transmitter and added to the later-described requests from the individual client systems (or communication terminals) 200A, 200B and 200C. The discrimination results are held as client information.
The flag information management unit 102 manages the information of the player character (PC) according to the later-described requests occurring during the progress of a game from the individual clients (or communication terminals) 200A, 200B and 200C, with the flag linked to the client information. Here, the flag indicates the erasure, movement modification, equipment change, status transition and so on of the player character (PC) accompanying the game progress, as will be detailed hereinafter.
Moreover, the flag information management unit 102 manages what information is updated (or transmitted), for the individual client systems (or communication terminals) 200A, 200B and 200C, with a flag table FT, as shown in
Here, the case in which the flags are managed based upon the flag table FT of
Binary
Hexadecimal
Notation
Notation
(0000 0001)
“01” . . .
Active Flag (to Send Information to Client
or not)
(0000 0010)
“02” . . .
Erasure Instruction (Erasure Instruction
Information to Client)
(0000 0100)
“04” . . .
Movement Instruction
(Position Information to Client)
(0000 1000)
“08” . . .
Equipment Changing Instruction
(Equipment Information to Client)
(0001 0000)
“10” . . .
Status Changing Instruction
(All Information of Movement & Equipment
Changes to Client)
(0100 0000)
“40” . . .
Effect Display of Character Itself
(Aura etc)
(1000 0000)
“80” . . .
Re-Size (Increase or Decrease in Character
Size)
Here, the case (0000 1111) in which all four of the lower digits are 1 in the binary notation is expressed by “F” in hexadecimal notation. The case (0000 1110) in which three digits of the lower four digits are 1 is expressed by “E”.
Therefore, the binary notation (1111 1110) is expressed by “FE” in hexadecimal notation and indicates the state in which all flags, other than the active flag, are set according to the aforementioned definition. This hexadecimal value is written in the flag table FT. Of course the meaning of each BIT (as described above) is only one example and can be suitably modified according to the contents of the network game.
The flag information transmission unit 103 transmits only the information that is linked to the flag managed by the flag information management unit 102, to the individual client systems (or communication terminals) 200A, 200B and 200C.
The storage device 104 is provided with the flag table FT which is managed by the flag information management unit 102, as shown in
Each of the individual client systems (or communication terminals) 200A, 200B and 200C is provided, as shown in
The control unit 201 controls the actions of the individual units in accordance with predetermined control programs stored in a not-shown ROM. In response to the information linked to the flag from the game server 100, moreover, the control unit 201 controls the CD-ROM drive 208 according to the information to reproduce the necessary information from a CD-ROM 221. The RAM 202 is stored with the game programs, the audio/video data and so on of the CD-ROM 221 to be reproduced by the CD-ROM drive 208, for example.
The request processing unit 203 generates the later-described request according to the game progress. The generated requests can be transmitted to the game server 100 by the packet communications, for example. Moreover, the requests transmitted can be discarded.
Here, the requests are as follows, if the network game is exemplified by the “role-playing game”. Specifically, the role-playing game progresses to some goal or without any special goal. In the game having a goal, the player acts as the characters of the game by controlling the characters thereby to clear several events. The actions of the characters are decided by the controls of the player. The events are cleared if their clearing conditions are satisfied by the action results. Each time an event is thus cleared, the player approaches the final goal (or event).
As a virtual world reproduced in a role-playing game, there is not only a world such as a real world, but a fantasy world where heroes play active parts, the universe that is likely to appear in science fiction (SF), or any other fictional worlds.
Each player of the role-playing game controls, for example, any one of the characters or the residents of those worlds so that the player progresses as the character. In this case, the player selects at least one of the characters, etc.
For the game progress, it is necessary to clear the events that are prepared in advance. For this necessity, the player is required to input the controls to cause the character to take desired actions. The actions of the character includes moving actions such as walk or run, motion actions such as swinging a sword or using magic, equipment changing actions and so on. Each time the player causing the character to perform these actions, there is generated a request according to the desired action.
The sound processing unit 204 converts the audio data stored in the RAM 202, into analog signals in accordance with the game progress, and outputs the converted analog signals. The input unit 205 inputs the data indicating the control instructions coming from a controller, a keyboard, a remote control and so on.
The interface unit 206 exchanges the game information with a memory card 210. The graphics processing unit 207 converts the video data stored in the RAM 202, into analog signals in accordance with the game progress, and outputs the analog signals converted to a display device 220.
The CD-ROM drive 208 reproduces the data of the CD-ROM 221. The communication interface 209 performs the communications with the network 300.
Here, the client systems (or communication terminals) 200A, 200B and 200C can be exemplified by any of a personal computer, a notebook computer, a PDA (Personal Digital Assistant), a mobile telephone, a Web TV and a game machine having the communicating function.
Here will be described the network game processing method in the network game system of
In
Here, the flag “09” indicates (0000 0001) “01” and (0000 1000) “08” of the aforementioned definition. The flag “05” indicates (0000 0001) “01” and (0000 0100) “04” of the aforementioned definition. The flag “04” indicates (0000 0100) “04” of the aforementioned definition.
Here, it is assumed that, in the field F or the area where each character can move, the character A moves (at Step 502) from a virtual cell (1, 1) to a cell (2, 2), as indicated by A′. Then, deletion transmission processing is done (at Step 503). Here, the non-player character (NPC) {circle around (1)} goes outside of the area of the character A′ (at Step 504), so that the value “0” indicating the state (or initial state) in which all the flags are OFF at the non-player character (NPC) {circle around (1)} is written. Here, the area of the character A′ indicates the portion which is enclosed by a solid circle in the field F. In other words, the circled area corresponds to the displayed area of the screen of the client system (or communication terminal) who controls the character A.
In the algorithm of this deletion transmission processing, as shown in
Next, new transmission processing is done (at Step 505), as shown in
In the new transmission processing algorithm, as shown in
After the new transmission processing, the state transition transmission processing is done (at Step 507) as shown in
In the state transition transmission processing algorithm, as shown in
By the processing thus far described, there are transmitted (at Step 509) from the game server 100 to the client (A): the information (or erasure information) linked to the flag “02” of the non-player character (NPC) {circle around (1)} the information (or positional information) linked to the flag “04” of the non-player character (NPC) {circle around (3)}; and the information (or positional information and equipment information) linked to the flag “FE” of the non-player character (NPC) {circle around (4)}. Here, the letters FE designate the information which is expressed by the hexadecimal notation and in which all the flags other than the active flag exist, as has been described above.
Next, the specific state transition in the network game processing method in the network game system of
First of all, the flag table FT managed by the flag information management unit 102 on the side of the game server 100 is initialized (at Step 901), as shown in
If the game server 100 is logged in (at Step 902) from the client (A), in the flag table FT managed at the log-in time by the flag information management unit 102, the hexadecimal flag FE is written in the character B and the non-player characters (NPC) {circle around (1)} to {circle around (3)} for the client (A) (at Step 903). The hexadecimal flag FE is also written in the character A for the client (B). Here, the flag FE is a hexadecimal flag indicating that all the flags other than the active flag are ON.
Here, the flag FE contains, as indicated by the field F (
When the writing of these flags is finished, full information on the character B and full information on the non-player characters (NPC) {circle around (1)} and {circle around (2)} are transmitted (at Step 904) at a predetermined timing from the game server 100 to the client (A). This is because the character B and the non-player characters (NPC) {circle around (1)} and {circle around (2)} are contained in the area indicated by the solid circle of the character A as shown in the field F. As a result, the character B and the non-player characters (NPC) {circle around (1)} and {circle around (2)}, which exist in the predetermined area of the character A, are displayed on the screen of the client (A). When the transmission of the information on the character B and the non-player characters (NPC) {circle around (1)} and {circle around (2)} to the client (A) is finished, the flags corresponding to the individual characters are rewritten at Step 906 from “FE” to “1”.
When the transmission of the information to the client (A) is finished, a first changing transmission processing is done (at Step 905). As indicated at Step 906, the flags of the character B and the non-player characters (NPC) {circle around (1)} and {circle around (2)} for the client (A) are rewritten from “FE” to “1” or the active flag.
Next, the full information on the character A is transmitted (at Step 907) from the game server 100 to the client (B). When the transmission of the information to the client (B) is finished, a second changing transmission processing is done (at Step 908). Specifically, the flag “1” or the active flag is written (at Step 909) in the portion of the character A for the client (B).
If the non-player character (NPC) {circle around (3)} moves (at Step 910) from (3, 3) to (2, 2), as indicated by the field F, the flag “05” is written (at Step 911) in the portion of the non-player character (NPC) {circle around (3)} for the client (B). Here, the flag “05” indicates that the two flags of (0000 0001) “01” and (0000 0100) “04” of the aforementioned definition are ON.
If the character B then moves (at Step 912) in the same cell (2, 2), a moving processing of the character B is done (at Step 913). Specifically, the flag “05” like the aforementioned one is written (at Step 914) in the portion of the character B for the client (A).
When the writing of the flag is finished, the game server 100 transmits to the client (A) the information (or positional information) linked to the flag “04” of the character B, and the full information on the non-player character NPC {circle around (3)} (Step 915). On the side of the client (A), therefore, there are displayed the character B and the non-player characters (NPC) {circle around (1)} to {circle around (3)}, which exist within a predetermined range of the character A, as shown in the field F.
When the transmission to the client (A) is finished, a third changing transmission processing is done (at Step 916). Specifically, the active flag “1” is written in the portion of the character B and the portion of the non-player character (NPC) {circle around (3)} for the client (A) (Step 917).
Thus, in the embodiment, the flag information management unit 102 of the game server 100 manages the flags indicating the information on the player characters (PC) in response to the requests occurring during the progress of the network game and coming from the client systems (or communication terminals) 200A, 200B and 200C. In addition, the flag information transmission unit 103 transmits only the information linked to the managed flags, i.e., only the changed information to the client systems (or communication terminals) 200A, 200B and 200C. Then, on the sides of the client systems (or communication terminals) 200A, 200B and 200C, the control unit 201 controls the CD-ROM drive 208 in accordance with the received information, and the necessary information is reproduced from the CD-ROM 221. Therefore, the quantity of the information to be transmitted from the game server 100 to each of the client systems (or communication terminals) 200A, 200B and 200C is minimized so that the network response to the game server 100 can be prevented from deteriorating.
Moreover, the flags managed by the flag table FT are made to correspond to the information to be frequently transmitted, such as the erasure, position changing, equipment change, status change and so on of the character accompanying the game progress. It is indicated by the active flag what information is transmitted to any of the client systems (or communication terminals) 200A, 200B and 200C, so that the information to be transmitted can be easily managed.
Here, the embodiment has been described by assuming that the field F is two-dimensional, but the field F may be three-dimensional.
According to the invention, as has been described above, it is possible to prevent the network response to the game server from deteriorating.
Although the invention has been described with reference to several exemplary embodiments, it is understood that the words that have been used are words of description and illustration, rather than words of limitation. Changes may be made within the purview of the appended claims, as presently stated and as amended, without departing from the scope and spirit of the invention in its aspects. Although the invention has been described with reference to particular means, materials and embodiments, the invention is not intended to be limited to the particulars disclosed; rather the invention extends to all functionally equivalent structures, methods, and uses such as are within the scope of the appended claims.
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